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Dasrak wrote:

Half-Undead wrote:
Half-undead take no penalties from energy-draining effects, though they can still be killed if they accrue more negative levels than they have Hit Dice. After 24 hours, any negative levels they've gained are removed without any additional saving throws.

Yes, but the Life-Drinker states that it's "favored by undead and constructs, who do not suffer its drawbacks." (UE. 157)

and

"Any negative levels gained by the wielder in this fashion lasts for 1 hour."

So that's even better than normal for undead as you list here:

Dasrak wrote:


So undead traits stipulate that undead are immune to energy drain, but say nothing about negative levels. The rules for energy drain state that all energy drain effects cause negative levels (so undead are definitely immune to those), but they do not say that all negative levels are energy drain effects. In other words, any effect that causes negative levels that is not explicitly an energy drain effect will actually affect undead creatures.


I'm a Half-Undead Alchemist thinking of using the Life-Drinker when I mutate into a melee beast.

"Half-undead creatures are harmed by positive energy
and healed by negative energy." (ARG p216)
and
"Each time a life-drinker deals damage to a foe, it also
bestows one negative level on the wielder. Any negative
levels gained by the wielder in this fashion lasts for 1 hour." (UE p.157)

Does that mean I'll be immune to the effects in the first place, deal with the negative levels anyway or will I instead be healed since to create the Life-Drinker you need to know the spell Enervation which states:
"An undead creature struck ... gains 1d4 x 5 temporary hit points for 1 hour." (Core p.277)

My DM is looking it over but I'd like your input as well.
THANKS!


Mr Dice Guy wrote:
I did the same thing with quick trapsmith and cunning trigger, along with a couple of other skills and feats, Use Magic Device, Craft (alchemy), Master Alchemist, Mastercraftsman (traps), and Craft Wonderous Item. This allowed me to crate magical traps and alchemy based traps that would reset.

How were you able to make magical traps, such as a Burning Hands Trap, if you did not know the spell required? Yes you had a caster level, but how did you learn spells to implement them into the trap in the 1st place?